To me, other than Shadows (which takes at least 15 fps away going from None to Medium) the only reason I use supersampling etc is to be able to see the text.
If there is an option to render the HUD/GUI text from outside the game engine, it would solve a lot of problems with the Rift. MSI Afterburner (on Runtime 0.5, 0.6) injects a line of text or two via Direct 3D to be displayed on the Oculus Rift (I use it to report FPS and GPU utilization) and this injected text is really sharp. I am not sure if Frontier could use the same technique to replace the text created by the game engine with something like this at least to report ground coordinates and current altitude fromg round which is really what I'm struggling with
But maybe it would take too much work.
If there is an option to render the HUD/GUI text from outside the game engine, it would solve a lot of problems with the Rift. MSI Afterburner (on Runtime 0.5, 0.6) injects a line of text or two via Direct 3D to be displayed on the Oculus Rift (I use it to report FPS and GPU utilization) and this injected text is really sharp. I am not sure if Frontier could use the same technique to replace the text created by the game engine with something like this at least to report ground coordinates and current altitude fromg round which is really what I'm struggling with
But maybe it would take too much work.